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milek7/sim branch opengl 3.3 renderer import
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107
geometrybank.cpp
107
geometrybank.cpp
@@ -47,6 +47,113 @@ basic_vertex::deserialize( std::istream &s ) {
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texture.y = sn_utils::ld_float32( s );
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}
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// based on
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// Lengyel, Eric. “Computing Tangent Space Basis Vectors for an Arbitrary Mesh”.
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// Terathon Software, 2001. http://terathon.com/code/tangent.html
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void calculate_tangent(vertex_array &vertices, int type)
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{
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size_t vertex_count = vertices.size();
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if (!vertex_count || vertices[0].tangent.w != 0.0f)
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return;
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size_t triangle_count;
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if (type == GL_TRIANGLES)
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triangle_count = vertex_count / 3;
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else if (type == GL_TRIANGLE_STRIP)
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triangle_count = vertex_count - 2;
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else if (type == GL_TRIANGLE_FAN)
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triangle_count = vertex_count - 2;
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else
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return;
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std::vector<glm::vec3> tan(vertex_count * 2);
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for (size_t a = 0; a < triangle_count; a++)
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{
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size_t i1, i2, i3;
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if (type == GL_TRIANGLES)
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{
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i1 = a * 3;
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i2 = a * 3 + 1;
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i3 = a * 3 + 2;
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}
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else if (type == GL_TRIANGLE_STRIP)
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{
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if (a % 2 == 0)
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{
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i1 = a;
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i2 = a + 1;
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}
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else
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{
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i1 = a + 1;
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i2 = a;
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}
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i3 = a + 2;
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}
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else if (type == GL_TRIANGLE_FAN)
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{
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i1 = 0;
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i2 = a + 1;
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i3 = a + 2;
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}
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const glm::vec3 &v1 = vertices[i1].position;
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const glm::vec3 &v2 = vertices[i2].position;
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const glm::vec3 &v3 = vertices[i3].position;
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const glm::vec2 &w1 = vertices[i1].texture;
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const glm::vec2 &w2 = vertices[i2].texture;
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const glm::vec2 &w3 = vertices[i3].texture;
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float x1 = v2.x - v1.x;
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float x2 = v3.x - v1.x;
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float y1 = v2.y - v1.y;
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float y2 = v3.y - v1.y;
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float z1 = v2.z - v1.z;
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float z2 = v3.z - v1.z;
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float s1 = w2.x - w1.x;
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float s2 = w3.x - w1.x;
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float t1 = w2.y - w1.y;
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float t2 = w3.y - w1.y;
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float ri = (s1 * t2 - s2 * t1);
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if (ri == 0.0f) {
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//ErrorLog("Bad model: failed to generate tangent vectors for vertices: " +
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// std::to_string(i1) + ", " + std::to_string(i2) + ", " + std::to_string(i3));
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// useless error, as we don't have name of problematic model here
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// why does it happen?
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ri = 1.0f;
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}
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float r = 1.0f / ri;
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glm::vec3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
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(t2 * z1 - t1 * z2) * r);
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glm::vec3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
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(s1 * z2 - s2 * z1) * r);
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tan[i1] += sdir;
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tan[i2] += sdir;
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tan[i3] += sdir;
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tan[vertex_count + i1] += tdir;
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tan[vertex_count + i2] += tdir;
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tan[vertex_count + i3] += tdir;
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}
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for (size_t a = 0; a < vertex_count; a++)
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{
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const glm::vec3 &n = vertices[a].normal;
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const glm::vec3 &t = tan[a];
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const glm::vec3 &t2 = tan[vertex_count + a];
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vertices[a].tangent = glm::vec4(glm::normalize((t - n * glm::dot(n, t))),
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(glm::dot(glm::cross(n, t), t2) < 0.0F) ? -1.0F : 1.0F);
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}
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}
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// generic geometry bank class, allows storage, update and drawing of geometry chunks
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// creates a new geometry chunk of specified type from supplied vertex data. returns: handle to the chunk
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